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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games
In seventeenth century Europe it must have seemed that there was
always a conflict somewhere. This century of battles is the
inspiration for these wargames rules. Designed for ease of play, In
Deo Veritas offers a player experience based on the commander's
problems. The rules are designed to create a feel for the
uncertainty of battle. Keeping the men going, even when things
don't seem too good, is critical for success. Units become
progressively disabled as disorder sets in and cohesion begins to
suffer. At the heart of the game is a simple Disorder Test. If
commanders don't take care to maintain cohesion then their forces
could be heading for destruction! In weighing up the scale of your
achievements at the end of the game, will you be able to claim a
major victory in your dispatches? Just take care to remember that
your next battle may not be so successful. Using the smaller scales
of 6, 10 or 15mm the usual 6' x 4' table gives a scale battlefield
over a mile wide. This is large enough to cover all but the largest
engagements. The six historical battle scenarios provide different
challenges and give players the insight into the nature of
seventeenth century warfare. The Terrain Generator and a system of
points allow the players to develop their own scenarios. In battle
nothing is certain but generals that practice their skills are more
likely to be victorious.
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Joinings
(Paperback)
MR Stuart Aken; Illustrated by Heather Murphy
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R608
Discovery Miles 6 080
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Ships in 18 - 22 working days
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When a misjudged omen undermines a tyrant's rule, how will he
ensure his survival? When the Skyfire arrives early, Dagla Kaz sets
out for the ancient homeland to harvest a new Godwood and exchange
Virgin Gifts. He must lead his pilgrims hundreds of leagues over
pirate-infested seas, across hostile lands, and return triumphant
before the seared sky dies back to normality. In his father's
absence, the renegade Aklon risks torture and death to bring
justice to the people. Mindtalk with a wise woman on the distant
mainland has opened his eyes to the evil underlying the society he
inhabits. And, whilst seeking truth, he finds a soulmate in the
most unexpected place. Seeing his daughter Tumalind wrongly chosen
as a Virgin Gift, religious fanatic Aglydron follows the mission to
right the wrong. Okkyntalah, her betrothed, helps kidnap the
rightful victim to take her over unknown seas and lands, facing
violent death at the end of their journey.
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Trojan
(Paperback)
Domino Finn
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R659
R603
Discovery Miles 6 030
Save R56 (8%)
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Ships in 18 - 22 working days
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(Note: This is a campaign requiring the Catalyst RPG system. Visit
http://www.cherrypickedgames.com/catalyst/ for the base game).
Seattle may be humanity's last hope against the demon onslaught.
However, internal strife between ideological factions may tear the
town asunder before the demon siege begins. "Sins of Seattle"
follows the players' ill-fated migration from Portland and
subsequent branding as the Church of Destiny's chosen ones, set to
unite the city. This guide aids game masters in directing a
Catalyst campaign. "Sins of Seattle" takes 3-5 players through a
longer, open-ended, 7-session campaign.
The Solo Tactics Adventure Role-playing puts you in the game as the
STAR. At your finger tips you will find all the rules you need to
make a Hero to play any number of solo Books. Will you take on the
roll of a valorous adventurer, able to face down a dungeon full of
monsters or will you be some forgotten corpse in a deep cave. STAR
is dedicated to equipping you with spells, rules and abilities
suited to solo Game Book play. As the title implies, it will help
those who aspire to be better Solo Writers and Solo Players. This
book includes: - Rules for a dozen races including Hobbits, Nekos,
Nagas and more (14 total). - Three classes of Fighter, Wizard and
Explorer as well as sub-classes. - Simple rules for skills. -
Combat Challenge rules set to ensure challenging battles. - Rules
to cover combat, skill challenges and savings rolls. - Ten levels
of spells, many designed specifically for solo play. - Expanded
advice for solo writers. - Optional rules for Fighter Combat
Maneuvers. - A mini-solo. - AND MUCH MORE
THE WICKED WIZARD OF OZ is a brand new nightmarish gamebook - a
multi-path book, very much in the style of Choose Your Own
Adventure and Fighting Fantasy Gamebooks, in which you choose the
course of the story - inspired by The Wonderful Wizard of Oz, by L.
Frank Baum, and the Dieselpunk aesthetic movement. Anybody who has
read and played Alice's Nightmare in Wonderland will have a very
clear idea of what to expect!
THE WICKED WIZARD OF OZ is a brand new nightmarish gamebook - a
multi-path book, very much in the style of Choose Your Own
Adventure and Fighting Fantasy Gamebooks, in which you choose the
course of the story - inspired by The Wonderful Wizard of Oz, by L.
Frank Baum, and the Dieselpunk aesthetic movement. Anybody who has
read and played Alice's Nightmare in Wonderland will have a very
clear idea of what to expect!
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The Stew
(Paperback)
Richard Iorio; Edited by Tom Cadorette; Illustrated by James Shield
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R257
R236
Discovery Miles 2 360
Save R21 (8%)
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Ships in 18 - 22 working days
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What mysteries lurk in the shadows? Hired by a wizard in search of
his legacy, you will soon discover, that a sleepy town, is not all
it appears to be. People are missing, mysteries abound, but at
least the food is good. Set in a remote region of the Spineback
Mountains, The Stew picks up a thread found in It's In The Wine and
the plots of Caim are slowly ripening. Written by Richard Iorio II
(Colonial Gothic & Shadow, Sword & Spell), The Stew is a
descent into cooking, legacy, and a strange cult. Newly revised,
everything you need to run the adventure is found between the two
covers.
(Note: This is a campaign requiring the Catalyst RPG system. Visit
http://www.cherrypickedgames.com/catalyst/ for the base game or to
purchase a PDF of Civil Unrest). The Human-Demon War has pushed
America to its breaking point. Two new nations have emerged to
combat the horde, though their ideological differences fuel strife
despite our species' suffering. "Civil Unrest" follows the players'
journey as neutral mercenaries trying to preserve these fragile
alliances. This guide aids game masters in directing a Catalyst
campaign. "Civil Unrest" takes 3-5 players through a shorter,
4-session campaign.
(Note: This is a campaign requiring the Catalyst RPG system. Visit
http://www.cherrypickedgames.com/catalyst/ for the base game or to
purchase a PDF of Runaways.) Over a year has passed since the
demons took Earth from humanity. Survivors cling to life outside of
the demon-controlled cities, struggling to find food, warmth, and
security. "Runaways" follows the players through this harsh reality
as they escape a demon slave market and chase rumors of a safe
haven across the Rocky Mountains. This guide aids game masters in
directing a Catalyst campaign. "Runaways" takes 3-5 players through
a short, 4-session campaign.
(Note: This is a campaign requiring the Catalyst RPG system. Visit
http://www.cherrypickedgames.com/catalyst/ for the base game or to
purchase a PDF of Shadow Parliament). Secret societies control the
fate of humanity. A select few know magic, demons, and unlimited
power exist. Some strive to bring forth these demons; others exist
to protect our species. "Shadow Parliament" follows the players'
induction into the Shadows and their clandestine efforts to prevent
the cataclysm. This guide aids game masters in directing a Catalyst
campaign. "Shadow Parliament" takes 3-5 players through a longer,
7-session campaign.
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Arthur D. Anastopoulos, Terri L. Shelton
Hardcover
R2,936
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